using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace TvGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        
        GameObjects player;
        Texture2D playerSprite;

        Texture2D background;
        Rectangle vpRect;

        KeyboardState prevKeyboard = Keyboard.GetState();

        Camera2d Camera;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            //graphics.PreferredBackBufferHeight = 1012;
            //graphics.PreferredBackBufferWidth = 1012;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);                        

            playerSprite = Content.Load<Texture2D>("Sprites//Player//player");
            player = new GameObjects(playerSprite);
            player.sprite = playerSprite;
            player.position = new Vector2(500, 500);

            vpRect = new Rectangle(0,0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height);
            background = Content.Load<Texture2D>("Sprites//Scenery//wood");

            Camera = new Camera2d(graphics.GraphicsDevice.Viewport, 1500, 1000, 1);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalSeconds; 
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            KeyboardState currKeyboard = Keyboard.GetState();

            if (currKeyboard.IsKeyDown(Keys.A))
            {
                player.rotation -= 5f*dt;
            }
            if (currKeyboard.IsKeyDown(Keys.D))
            {
                player.rotation += 5f*dt;
            }
            if (currKeyboard.IsKeyDown(Keys.W))
            {
                Vector2 tempPos = player.position;
                tempPos.X += 100 * (float)Math.Cos(player.rotation)*dt;
                tempPos.Y += 100 * (float)Math.Sin(player.rotation)*dt;
                player.position = tempPos;
            }
            if (currKeyboard.IsKeyDown(Keys.S))
            {
                Vector2 tempPos = player.position;
                tempPos.X -= 100 * (float)Math.Cos(player.rotation)*dt;
                tempPos.Y -= 100 * (float)Math.Sin(player.rotation)*dt;
                player.position = tempPos;
            }

            Camera.Pos = player.position;
            prevKeyboard = currKeyboard;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Vector2 shadowOffset = Vector2.One;

            spriteBatch.Begin(SpriteSortMode.BackToFront,
                    null, null, null, null, null,
                    Camera.GetTransformation());

            spriteBatch.Draw(background, new Rectangle(0,0,1500,1000),null, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 1);

            spriteBatch.Draw(player.sprite, player.position + shadowOffset, null, Color.Black,
                    player.rotation, player.center, 1.0f, SpriteEffects.None, 0.5f);
            spriteBatch.Draw(player.sprite, player.position, null, new Color(192, 192, 192, 192),
                    player.rotation, player.center, 1.0f, SpriteEffects.None, 0);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
